clipmap-based terrain for unreal.
Create endless optimized planets and landscapes. 64-bit precision, instanced procedural foliage, planetary gravity, 8/16-bit heightmap import. Multiplayer-ready, all C++ sources.
everything you need to
terraform a universe
A complete, modular procedural-world stack designed from day one for 64-bit precision, multiplayer, and the kind of scale that breaks regular landscape systems.
flat worlds & spherical planets
One actor, two world types. Infinite flat playgrounds for grounded gameplay, or full planets up to 100,000 km in radius with seamless surface walk-around. Switch between them with a single enum.
64-bit clipmap geometry
Custom mesh component built around double-precision FDVector math. Player-centric clipmap LOD with collision around the camera, so kilometer-scale worlds stay numerically stable.
noise-driven biomes
Every vertex carries height, temperature, humidity and water-mask in vertex color. Foliage and materials read those channels natively, so deserts, tundras and forests emerge automatically.
heightmap import 8/16-bit
Drop in PNG heightmaps from WorldMachine, NASA elevation data, or any source. Volumes apply locally; planetary heightmaps wrap entire spheres. Mix with procedural noise.
instanced procedural foliage
Multithreaded foliage spawning constrained by elevation, slope, temperature, humidity and water mask. Poisson-disc distribution, Nanite-ready, with collision pooling to keep frames smooth.
custom planetary gravity
Built-in subsystem computes gravity vectors at any point in real time. Custom MovementComponent BP lets characters orbit and walk on any sphere with proper up-vector orientation.
multiplayer-ready
Server-side terrain generation, replicated WorldScape Root, networked foliage and a subsystem that auto-tracks the nearest world per player. Works in dedicated server, listen and P2P setups.
PCG & GPU compute
Native nodes for Unreal's Procedural Content Generation graph. GPU compute pipeline for massive view distances and real-time terrain deformation when CPU clipmaps aren't enough.
23-tool editor toolbar
Dedicated WS Tools panel: pick actors, snap-to-ground, attach-on-drop, planetary camera modes, in-engine heightmap editor with sculpt brushes, foliage baker, point-of-interest manager.
ten native modules,
cleanly separated
Pure C++. No Blueprint-only logic. Pick what you need, ignore what you don't. All modules are Win64 + Linux.
The Root actor, mesh component, LOD pipeline, FCP collision pool, grid & snap spawners.
Procedural noise classes. Earth, Moon, Rocky, Ice, Selenae, Cube, Warped, Tiny, HeightMap-based.
Foliage Asset / Collection / Cluster / Blueprint with biome constraints & collision pooling.
HeightMap, Noise, Hole and Foliage Mask volumes. Pooled, blendable, channel-aware.
Double-precision math, FDVector, shared structs used across all other modules.
GPU compute shaders for noise generation. Frees the CPU on heavy worlds.
Quadtree manager, heightfield manager, custom vertex factory for GPU-side terrain.
Toolbar, custom details panels, asset type actions, content browser categories.
Asset factories for noise classes, foliage assets, heightmap volume data.
Procedural Content Generation nodes & Blueprint library for graph workflows.
worlds built
with worldscape
From pre-alpha demos to shipped indie titles. See the full gallery →
built for ambitious
studios & soloists
seamless planet exploration
Land on any planet, drive around its surface and lift off without a single loading screen. Works at orbital, atmospheric and ground scales.
infinite biomes
Drop a foliage collection on a flat world. Temperature/humidity drives where palm trees vs pines vs cacti spawn. No manual biome painting.
shared kilometer-scale worlds
Server-side generation with replication-aware foliage. Players see consistent terrain, collision and gravity at any latitude.
real-world heightmaps
Drop a NASA elevation tile onto your planet to recreate Mount Everest, the Mariana Trench or any cinematic location at faithful scale.
tiny weird planets
Need a 100-meter cube planet with reverse gravity? Cube noise & tiny-planet generators ship in the box.
flat infinite battlefields
Square-world mode with flat collision plane and clipmap geometry. Suits top-down strategy and city builders perfectly.
ready to build
your world?
Drop the plugin in, drag a WorldScape Root into your level, hit play. The rest of your universe takes 5 minutes.